feat(engine): endgame detection with provisional rules

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
claude (duplicate_chess)
2026-05-19 00:56:38 -04:00
parent 4e876b3197
commit 4278f2d19e
2 changed files with 112 additions and 0 deletions
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import { describe, it, expect } from 'vitest';
import { DuplicateGame } from './game';
import { playSymmetric } from './test-helpers';
import { evaluateStatus } from './endgame';
describe('evaluateStatus', () => {
it('reports an ongoing game at the start', () => {
const s = evaluateStatus(new DuplicateGame());
expect(s.state).toBe('playing');
expect(s.checks).toEqual([]);
});
it('detects a double-board checkmate (Fool\'s mate, played symmetrically)', () => {
const g = new DuplicateGame();
playSymmetric(g, [
[{ from: 'f2', to: 'f3' }, { from: 'e7', to: 'e5' }],
[{ from: 'g2', to: 'g4' }, { from: 'd8', to: 'h4' }],
]);
expect(g.currentPlayer).toBe('N'); // North (White) is mated
const s = evaluateStatus(g);
expect(s.state).toBe('checkmate');
expect(s.checks.sort()).toEqual(['NE', 'NW']);
expect(s.result).toEqual({ N: 'loss', S: 'draw', E: 'win', W: 'win' });
});
it('detects threefold repetition of the whole system', () => {
const g = new DuplicateGame();
const cycle: Array<[{ from: string; to: string }, { from: string; to: string }]> = [
[{ from: 'g1', to: 'f3' }, { from: 'g8', to: 'f6' }],
[{ from: 'f3', to: 'g1' }, { from: 'f6', to: 'g8' }],
];
playSymmetric(g, cycle); // back to start (occurrence 2)
playSymmetric(g, cycle); // back to start (occurrence 3)
const s = evaluateStatus(g);
expect(s.state).toBe('draw');
expect(s.reason).toBe('threefold');
expect(s.result).toEqual({ N: 'draw', S: 'draw', E: 'draw', W: 'draw' });
});
it('detects a stalemate as an all-draw game end (provisional rule)', () => {
const g = new DuplicateGame();
// The known fastest stalemate, played symmetrically on all four boards.
playSymmetric(g, [
[{ from: 'e2', to: 'e3' }, { from: 'a7', to: 'a5' }],
[{ from: 'd1', to: 'h5' }, { from: 'a8', to: 'a6' }],
[{ from: 'h5', to: 'a5' }, { from: 'h7', to: 'h5' }],
[{ from: 'a5', to: 'c7' }, { from: 'a6', to: 'h6' }],
[{ from: 'h2', to: 'h4' }, { from: 'f7', to: 'f6' }],
[{ from: 'c7', to: 'd7' }, { from: 'e8', to: 'f7' }],
[{ from: 'd7', to: 'b7' }, { from: 'd8', to: 'd3' }],
[{ from: 'b7', to: 'b8' }, { from: 'd3', to: 'h7' }],
[{ from: 'b8', to: 'c8' }, { from: 'f7', to: 'g6' }],
[{ from: 'c8', to: 'e6' }], // no black reply — Black is stalemated
]);
expect(g.currentPlayer).toBe('E'); // a Black player, with no move
const s = evaluateStatus(g);
expect(s.state).toBe('stalemate');
expect(s.reason).toBe('stalemate');
expect(s.result).toEqual({ N: 'draw', S: 'draw', E: 'draw', W: 'draw' });
});
});
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import type { DuplicateGame } from './game';
import type { GameStatus, GameResult, BoardId } from './types';
import { PLAYERS, PLAYER_BOARDS, BOARD_PLAYERS } from './boards';
import { legalSyncedMoves } from './legality';
/** PROVISIONAL (spec §6): the 50-move rule fires after this many rounds. */
const FIFTY_MOVE_ROUNDS = 50;
const FIFTY_MOVE_PLIES = FIFTY_MOVE_ROUNDS * 4;
function allDraw(): GameResult {
return { N: 'draw', S: 'draw', E: 'draw', W: 'draw' };
}
/** Evaluate the game from the perspective of the player to move. */
export function evaluateStatus(game: DuplicateGame): GameStatus {
const player = game.currentPlayer;
const [a, b] = PLAYER_BOARDS[player];
const checks: BoardId[] = [];
if (game.boards[a].inCheck()) checks.push(a);
if (game.boards[b].inCheck()) checks.push(b);
const synced = legalSyncedMoves(game);
if (synced.length === 0) {
if (checks.length > 0) {
// Checkmate. PROVISIONAL (spec §6): every opponent delivering a check wins.
const winners = checks.map((board) =>
BOARD_PLAYERS[board].w === player
? BOARD_PLAYERS[board].b
: BOARD_PLAYERS[board].w,
);
const result = {} as GameResult;
for (const p of PLAYERS) {
result[p] = p === player ? 'loss' : winners.includes(p) ? 'win' : 'draw';
}
return { state: 'checkmate', result, checks };
}
// PROVISIONAL (spec §6): a no-synchronized-move stalemate ends the game, all draw.
return { state: 'stalemate', result: allDraw(), reason: 'stalemate', checks };
}
if (game.repetitionCount() >= 3) {
return { state: 'draw', result: allDraw(), reason: 'threefold', checks };
}
if (game.pliesSinceProgress >= FIFTY_MOVE_PLIES) {
return { state: 'draw', result: allDraw(), reason: 'fifty-move', checks };
}
return { state: 'playing', checks };
}